﻿using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;

namespace l1cs.server.templates
{
    public class L1Armor : L1Item
    {
        public L1Armor()
        {
        }

        private int _ac = 0; // ● ＡＣ

        override
        public int get_ac()
        {
            return _ac;
        }

        public void set_ac( int i )
        {
            this._ac = i;
        }

        private int _damageReduction = 0; // ● ダメージ軽減

        override
        public int getDamageReduction()
        {
            return _damageReduction;
        }

        public void setDamageReduction( int i )
        {
            _damageReduction = i;
        }

        private int _weightReduction = 0; // ● 重量軽減

        override
        public int getWeightReduction()
        {
            return _weightReduction;
        }

        public void setWeightReduction( int i )
        {
            _weightReduction = i;
        }

        private int _hitModifierByArmor = 0; // ● 命中率補正

        override
        public int getHitModifierByArmor()
        {
            return _hitModifierByArmor;
        }

        public void setHitModifierByArmor( int i )
        {
            _hitModifierByArmor = i;
        }

        private int _dmgModifierByArmor = 0; // ● ダメージ補正

        override
        public int getDmgModifierByArmor()
        {
            return _dmgModifierByArmor;
        }

        public void setDmgModifierByArmor( int i )
        {
            _dmgModifierByArmor = i;
        }

        private int _bowHitModifierByArmor = 0; // ● 弓の命中率補正

        override
        public int getBowHitModifierByArmor()
        {
            return _bowHitModifierByArmor;
        }

        public void setBowHitModifierByArmor( int i )
        {
            _bowHitModifierByArmor = i;
        }

        private int _bowDmgModifierByArmor = 0; // ● 弓のダメージ補正

        override
        public int getBowDmgModifierByArmor()
        {
            return _bowDmgModifierByArmor;
        }

        public void setBowDmgModifierByArmor( int i )
        {
            _bowDmgModifierByArmor = i;
        }

        private int _defense_water = 0; // ● 水の属性防御

        public void set_defense_water( int i )
        {
            _defense_water = i;
        }

        override
        public int get_defense_water()
        {
            return this._defense_water;
        }

        private int _defense_wind = 0; // ● 風の属性防御

        public void set_defense_wind( int i )
        {
            _defense_wind = i;
        }

        override
        public int get_defense_wind()
        {
            return this._defense_wind;
        }

        private int _defense_fire = 0; // ● 火の属性防御

        public void set_defense_fire( int i )
        {
            _defense_fire = i;
        }

        override
        public int get_defense_fire()
        {
            return this._defense_fire;
        }

        private int _defense_earth = 0; // ● 土の属性防御

        public void set_defense_earth( int i )
        {
            _defense_earth = i;
        }

        override
        public int get_defense_earth()
        {
            return this._defense_earth;
        }

        private int _regist_stun = 0; // ● スタン耐性

        public void set_regist_stun( int i )
        {
            _regist_stun = i;
        }

        override
        public int get_regist_stun()
        {
            return this._regist_stun;
        }

        private int _regist_stone = 0; // ● 石化耐性

        public void set_regist_stone( int i )
        {
            _regist_stone = i;
        }

        override
        public int get_regist_stone()
        {
            return this._regist_stone;
        }

        private int _regist_sleep = 0; // ● 睡眠耐性

        public void set_regist_sleep( int i )
        {
            _regist_sleep = i;
        }

        override
        public int get_regist_sleep()
        {
            return this._regist_sleep;
        }

        private int _regist_freeze = 0; // ● 凍結耐性

        public void set_regist_freeze( int i )
        {
            _regist_freeze = i;
        }

        override
        public int get_regist_freeze()
        {
            return this._regist_freeze;
        }

        private int _regist_sustain = 0; // ● ホールド耐性

        public void set_regist_sustain( int i )
        {
            _regist_sustain = i;
        }

        override
        public int get_regist_sustain()
        {
            return this._regist_sustain;
        }

        private int _regist_blind = 0; // ● 暗闇耐性

        public void set_regist_blind( int i )
        {
            _regist_blind = i;
        }

        override
        public int get_regist_blind()
        {
            return this._regist_blind;
        }
    }
}
